Chapter 3: The Fire Crystal

Grandship

Continuing from where the previous chapter left on, the crew disembark aboard the gargantuan ship, known as Grandship. There, they meet a woman who’s looking for a missing lad called Zatz; she asks the party to drag him to the tavern if they see him.

When you regain control, inspect the bottom-right corner to uncover an Antarctic Wind and the top-right corner for 1000 pg . Leave the area via the north to emerge in Grandship’s markets, where a small man is pleading for support towards the war effort. After the plea falls on deaf ears, speak to the man to discover he’s the Zatz you’re looking for.

Now you can return to the tavern, but before heading back, check the bottom-left corner to find an X-Potion ; seems like the trader misplaced one of their stock… You should also check out the shops, just in case anything catches your fancy. The armourer is carrying a nice-looking Viking Axe, which is good against aquatic monsters for example.

To Eisenberg

Inside the tavern, head for the centre and speak to Zatz who’s sitting next to the bar to learn about Eisenberg’s recent affairs. Apparently civil war has been going on for a few years and the unfortunate result is that the Temple of Fire has become inaccessible.

Still; Agnes wishes to ascertain the situation herself, so the gang prepare to leave for Eisenberg, with Zatz in tow. Before departing, inspect the barrels to the far left for a Bacchus’s Wine and the big table in the top-right corner for a nifty Flame Charm . To leave Grandship, use the forward-facing door on the right side of the initial area.

Back on the open sea, set a course directly west, towards the continent of Eisenberg, indicated by the orange exclamation mark. When you near the new landmass, navigate the Eschalot past the gap in the shoreline (or approach from the south) and you’ll find a landing bay to the north. Approach the bay and you’ll learn there’s no space to park the Eschalot and instead you’ll be ferried to land.